/**
 * Film grain & scanlines shader
 *
 * - ported from HLSL to WebGL / GLSL
 * http://www.truevision3d.com/forums/showcase/staticnoise_colorblackwhite_scanline_shaders-t18698.0.html
 *
 * Screen Space Static Postprocessor
 *
 * Produces an analogue noise overlay similar to a film grain / TV static
 *
 * Original implementation and noise algorithm
 * Pat 'Hawthorne' Shearon
 *
 * Optimized scanlines + noise version with intensity scaling
 * Georg 'Leviathan' Steinrohder
 *
 * This version is provided under a Creative Commons Attribution 3.0 License
 * http://creativecommons.org/licenses/by/3.0/
 */

THREE.FilmShader = {

	uniforms: {

		'tDiffuse': { value: null },
		'time': { value: 0.0 },
		'nIntensity': { value: 0.5 },
		'sIntensity': { value: 0.05 },
		'sCount': { value: 4096 },
		'grayscale': { value: 1 }

	},

	vertexShader: [

		'varying vec2 vUv;',

		'void main() {',

		'	vUv = uv;',
		'	gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',

		'}'

	].join( '\n' ),

	fragmentShader: [

		'#include <common>',

		// control parameter
		'uniform float time;',

		'uniform bool grayscale;',

		// noise effect intensity value (0 = no effect, 1 = full effect)
		'uniform float nIntensity;',

		// scanlines effect intensity value (0 = no effect, 1 = full effect)
		'uniform float sIntensity;',

		// scanlines effect count value (0 = no effect, 4096 = full effect)
		'uniform float sCount;',

		'uniform sampler2D tDiffuse;',

		'varying vec2 vUv;',

		'void main() {',

		// sample the source
		'	vec4 cTextureScreen = texture2D( tDiffuse, vUv );',

		// make some noise
		'	float dx = rand( vUv + time );',

		// add noise
		'	vec3 cResult = cTextureScreen.rgb + cTextureScreen.rgb * clamp( 0.1 + dx, 0.0, 1.0 );',

		// get us a sine and cosine
		'	vec2 sc = vec2( sin( vUv.y * sCount ), cos( vUv.y * sCount ) );',

		// add scanlines
		'	cResult += cTextureScreen.rgb * vec3( sc.x, sc.y, sc.x ) * sIntensity;',

		// interpolate between source and result by intensity
		'	cResult = cTextureScreen.rgb + clamp( nIntensity, 0.0,1.0 ) * ( cResult - cTextureScreen.rgb );',

		// convert to grayscale if desired
		'	if( grayscale ) {',

		'		cResult = vec3( cResult.r * 0.3 + cResult.g * 0.59 + cResult.b * 0.11 );',

		'	}',

		'	gl_FragColor =  vec4( cResult, cTextureScreen.a );',

		'}'

	].join( '\n' )

};
